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源于日本,風(fēng)靡全球:數(shù)字文化中誕生了一朵奇葩

Nicholas Gordon
2021-10-29

“虛擬主播”和其他數(shù)字角色曾經(jīng)是日本數(shù)字文化的一部分,如今它們已經(jīng)傳播到了中國、韓國、印度尼西亞和英語國家市場。

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圖片來源:GREG BAKER—AFP VIA GETTY IMAGES

在癡迷棒球的日本,兩大職業(yè)棒球聯(lián)盟之一的太平洋聯(lián)盟(Pacific Baseball League)于今年8月宣布了一項(xiàng)特別推廣活動(dòng),其中涉及一系列新的球隊(duì)吉祥物。這些吉祥物包括12位以日本標(biāo)志性動(dòng)漫風(fēng)格繪制的女性角色。

采用動(dòng)漫角色進(jìn)行營銷推廣在日本十分普遍。原創(chuàng)和經(jīng)過授權(quán)的動(dòng)漫角色被用于宣傳產(chǎn)品、商品、服務(wù)和各類活動(dòng),其中包括2021年東京奧運(yùn)會(huì)(2021 Tokyo Olympics)。

然而,日本棒球聯(lián)盟所采用的角色有所不同,因?yàn)樗鼈冊谀撤N程度上是真實(shí)的人。

每個(gè)角色都是“虛擬主播”經(jīng)紀(jì)公司Hololive旗下的日語主播,虛擬主播是真實(shí)的表演者或“達(dá)人”在網(wǎng)絡(luò)上的虛擬形象。隸屬于日本公司Cover Corp的Hololive規(guī)模位居行業(yè)前列,旗下的57名虛擬主播的訂閱用戶總量高達(dá)4300萬。除此之外,現(xiàn)在有成千上萬的虛擬主播已經(jīng)將觸角伸向中國、韓國、印度尼西亞、美國等市場。

虛擬主播最初被視為日本數(shù)字文化中的奇葩,但在過去一年里,它在全球各地越來越受歡迎。新冠肺炎疫情期間,居家隔離的人們普遍在網(wǎng)上尋找娛樂,數(shù)百萬人選擇觀看各類直播活動(dòng)——包括虛擬主播亞文化。

YouTube的官方數(shù)據(jù)顯示,2020年10月,虛擬主播主頁每月的播放量達(dá)到15億次?!半m然各種流媒體趨勢來來去去,但虛擬主播內(nèi)容在過去一年一直保持著相當(dāng)可觀的播放量。”流媒體分析公司Stream Hatchet的首席執(zhí)行官愛德華·蒙特塞拉特指出。

其中最受歡迎的虛擬主播之一是來自日本的Usada Pekora,她之所以走紅,是因?yàn)樗龝?huì)玩經(jīng)典的日本角色扮演游戲,常常在《我的世界》(Minecraft)中惡搞其他的虛擬主播,還與印度尼西亞的一位虛擬主播建立了深厚的友誼,盡管雙方都不會(huì)流利地說對方的語言。根據(jù)Stream Hatchet的數(shù)據(jù),Pekora是2021年第二季度播放量第三高的女主播。

深厚且忠誠的粉絲基礎(chǔ)促使這些達(dá)人成為數(shù)字明星,盡管——或者可能是因?yàn)椤麄兪且韵鄬δ涿姆绞讲卦谔摂M形象背后表演。粉絲們都非常樂意幫助虛擬主播塑造“角色形象”,無論是通過提供翻譯服務(wù)來開拓新市場,還是打賞支持。

根據(jù)Playboard的數(shù)據(jù),在從粉絲獲得“Superchat”打賞最多的20個(gè)YouTube頻道中,有17個(gè)是虛擬主播。

“最近虛擬主播內(nèi)容的激增對全球流媒體社區(qū)來說并不新鮮,畢竟它在亞洲各大流媒體網(wǎng)站上很受歡迎,在Twitch等西方平臺(tái)上的播放量也在持續(xù)走高?!泵商厝匮a(bǔ)充道。

同樣引人矚目的是,一種新型的廣告公司正在毫不猶豫地利用這波熱潮謀利。

虛擬主播究竟是什么?

從某種意義上說,虛擬主播與常見的主播沒有什么不同。這些表演者會(huì)玩電子游戲、錄制各種反應(yīng)視頻、直播日?;顒?dòng),并與粉絲交流互動(dòng),就像YouTube、Twitch、中國的嗶哩嗶哩等平臺(tái)上的其他主播一樣。

然而,普通主播可能會(huì)以自己的名義發(fā)布內(nèi)容,并在鏡頭前展示自己的真容,而虛擬主播則是藏在虛擬形象背后進(jìn)行流媒體直播。借助面部識(shí)別和動(dòng)作捕捉技術(shù),虛擬形象會(huì)模仿表演者的表情和動(dòng)作。虛擬主播還經(jīng)常用假名表演,在觀眾和實(shí)際表演者之間多增加一層屏障。虛擬主播不一定是匿名的——其真實(shí)身份有可能被“人肉”出來——但是主播及其粉絲不鼓勵(lì)討論虛擬形象背后的人。

雖然虛擬主播早在21世紀(jì)10年代初便出現(xiàn)在YouTube上,但直到Kizuna AI出現(xiàn),并沒有虛擬主播真正走紅。Kizuna背后的日本聲優(yōu)春日望現(xiàn)年26歲,在“現(xiàn)實(shí)世界”中也頗受歡迎。她主持過電視節(jié)目,曾經(jīng)登上雜志封面,甚至擔(dān)任過日本國家旅游局(Japan’s National Tourism Organization)的代言人。

廉價(jià)的面部識(shí)別和運(yùn)動(dòng)跟蹤軟件的發(fā)展,催生出了大量獨(dú)立的虛擬主播。但在許多人看來,是Kizuna AI促使這一數(shù)字現(xiàn)象變成一門大生意的;幾家專門為虛擬主播提供服務(wù)的經(jīng)紀(jì)公司沒有多久便應(yīng)運(yùn)而生,其中包括Cover Corp的Hololive和Anycolor的Nijisanji。

經(jīng)紀(jì)公司為虛擬主播提供基礎(chǔ)設(shè)施,在后者與Twitch、YouTube等平臺(tái)打交道時(shí)提供技術(shù)和法律上的支持;它們還與其他公司簽訂營銷推廣協(xié)議,比如Hololive對日清(Nissin)的Curry Meshi杯面的宣傳推廣。

國際吸引力

2020年10月,Hololive推出了第一批主要講英語的虛擬主播。這些主播的訂閱用戶數(shù)量增長驚人,短短幾周便迅速超過了日語主播。其他機(jī)構(gòu)隨即跟風(fēng):VShojo總部位于舊金山,由Twitch創(chuàng)始團(tuán)隊(duì)的一名成員創(chuàng)立,2020年11月面世時(shí)便主打一大批英語虛擬主播。其競爭對手Nijisanji也于今年5月上線了自己的英語虛擬主播。

在此之前,全球各地對虛擬直播的興趣日漸濃厚。日本的經(jīng)紀(jì)機(jī)構(gòu)早就已經(jīng)開始探索國際擴(kuò)張,在中國、韓國和印度尼西亞等國招兵買馬。與此同時(shí),日語虛擬主播經(jīng)過譯制的內(nèi)容開始在4Chan、Reddit等海外平臺(tái)上傳播開來。日本的雙語主播也開始更多地與國際觀眾展開互動(dòng)。

今年早些時(shí)候,英語虛擬主播——鯊魚女孩Gawr Gura——超過了Kizuna AI,成為全球訂閱人數(shù)最多的虛擬主播。

與此同時(shí),各家經(jīng)紀(jì)機(jī)構(gòu)繼續(xù)在西方市場開疆辟土:Hololive和Nijisanji均在2021年推出了第二代英語虛擬主播。

走紅后的麻煩

虛擬主播——或者更準(zhǔn)確地說,虛擬形象背后的表演者——面臨著許多與傳統(tǒng)主播一樣的問題,從在線騷擾和平臺(tái)運(yùn)營商的專橫決定,到侵犯版權(quán)和倦怠。

有的虛擬主播甚至觸犯政治紅線。

此外,經(jīng)紀(jì)公司可能永久擁有特定虛擬形象或其作品的版權(quán),哪怕最初推廣該形象的表演者不再為之效力了(或者,用一家機(jī)構(gòu)的委婉說法,“畢業(yè)了”)。與機(jī)構(gòu)不歡而散的表演者會(huì)發(fā)現(xiàn)他們的視頻內(nèi)容最終被隱匿起來,乃至完全刪除。

但是,機(jī)構(gòu)仍然要考慮粉絲的期望和感受。例如,機(jī)構(gòu)之前讓Kizuna AI出現(xiàn)在由多個(gè)配音演員負(fù)責(zé)的多個(gè)頻道,此舉引發(fā)了粉絲的強(qiáng)烈反對,他們要求用回原配音演員,以消除她要被淘汰的傳言。

虛擬主播的未來

盡管近期出現(xiàn)了令人驚艷的增長,但虛擬主播——甚至是虛擬形象這一大概念——并沒有引起大多數(shù)西方觀眾的注意,他們更熱衷于使用Snapchat的濾鏡和表情包。

這種情況可能即將發(fā)生改變。在這個(gè)遠(yuǎn)程辦公和混合辦公的時(shí)代,希望在線上重新營造辦公環(huán)境的企業(yè)正在考慮在工作環(huán)境中采用虛擬形象。比如,F(xiàn)acebook最近發(fā)布的Horizon Workrooms是一款正在測試中的虛擬現(xiàn)實(shí)應(yīng)用程序,它可以讓員工構(gòu)建自己的虛擬形象,然后主持線上的頭腦風(fēng)暴會(huì)議。全員會(huì)議全體以虛擬形象參加的那一天,應(yīng)該不會(huì)很遙遠(yuǎn)吧。

多家知名品牌也開始采用各種虛擬形象。今年4月,Netflix推出了自己的虛擬形象——一個(gè)名為“N-Ko”的綿羊人——為即將推出的動(dòng)漫產(chǎn)品宣傳造勢。7月,索尼音樂(Sony Music)宣布圍繞旗下音樂、配音和其他數(shù)字內(nèi)容對50位日語“虛擬達(dá)人”進(jìn)行試鏡。

制約虛擬主播發(fā)展的可能不是虛擬形象本身,而是它與有時(shí)雜亂無章的流媒體亞文化的關(guān)聯(lián)性。機(jī)構(gòu)要允許旗下的虛擬主播人才表達(dá)自我,與粉絲交流互動(dòng),也要保持良好形象,讓知名品牌放心合作。它們必須要在這兩點(diǎn)之間取得平衡。

雖然虛擬主播現(xiàn)象在全球各地內(nèi)持續(xù)流行開來,但西方虛擬主播仍然沒有日本虛擬主播紅火。根據(jù)Stream Hatchet的數(shù)據(jù),8月份排名前10的虛擬主播中只有3個(gè)是英語主播。然而,虛擬主播已經(jīng)打入了西方的直播消費(fèi)市場。正如Stream Hatchet營銷經(jīng)理賈斯汀·羅斯柴爾德所說:“如果虛擬主播能夠在Twitch(主要依托北美市場的平臺(tái))上取得成功,那么就沒有它們無法觸及的直播市場,那也會(huì)為它們獲得更多的觀眾、贊助合同和增長機(jī)會(huì)打開大門?!?/p>

在經(jīng)歷了一年半的居家生活后,國外觀眾對虛擬主播的接受度越來越高。上線僅僅幾周,Hololive的其中一位第二代英文主播就已經(jīng)擁有超過37.5萬的訂閱者。(財(cái)富中文網(wǎng))

譯者:萬志文

在癡迷棒球的日本,兩大職業(yè)棒球聯(lián)盟之一的太平洋聯(lián)盟(Pacific Baseball League)于今年8月宣布了一項(xiàng)特別推廣活動(dòng),其中涉及一系列新的球隊(duì)吉祥物。這些吉祥物包括12位以日本標(biāo)志性動(dòng)漫風(fēng)格繪制的女性角色。

采用動(dòng)漫角色進(jìn)行營銷推廣在日本十分普遍。原創(chuàng)和經(jīng)過授權(quán)的動(dòng)漫角色被用于宣傳產(chǎn)品、商品、服務(wù)和各類活動(dòng),其中包括2021年東京奧運(yùn)會(huì)(2021 Tokyo Olympics)。

然而,日本棒球聯(lián)盟所采用的角色有所不同,因?yàn)樗鼈冊谀撤N程度上是真實(shí)的人。

每個(gè)角色都是“虛擬主播”經(jīng)紀(jì)公司Hololive旗下的日語主播,虛擬主播是真實(shí)的表演者或“達(dá)人”在網(wǎng)絡(luò)上的虛擬形象。隸屬于日本公司Cover Corp的Hololive規(guī)模位居行業(yè)前列,旗下的57名虛擬主播的訂閱用戶總量高達(dá)4300萬。除此之外,現(xiàn)在有成千上萬的虛擬主播已經(jīng)將觸角伸向中國、韓國、印度尼西亞、美國等市場。

虛擬主播最初被視為日本數(shù)字文化中的奇葩,但在過去一年里,它在全球各地越來越受歡迎。新冠肺炎疫情期間,居家隔離的人們普遍在網(wǎng)上尋找娛樂,數(shù)百萬人選擇觀看各類直播活動(dòng)——包括虛擬主播亞文化。

YouTube的官方數(shù)據(jù)顯示,2020年10月,虛擬主播主頁每月的播放量達(dá)到15億次。“雖然各種流媒體趨勢來來去去,但虛擬主播內(nèi)容在過去一年一直保持著相當(dāng)可觀的播放量?!绷髅襟w分析公司Stream Hatchet的首席執(zhí)行官愛德華·蒙特塞拉特指出。

其中最受歡迎的虛擬主播之一是來自日本的Usada Pekora,她之所以走紅,是因?yàn)樗龝?huì)玩經(jīng)典的日本角色扮演游戲,常常在《我的世界》(Minecraft)中惡搞其他的虛擬主播,還與印度尼西亞的一位虛擬主播建立了深厚的友誼,盡管雙方都不會(huì)流利地說對方的語言。根據(jù)Stream Hatchet的數(shù)據(jù),Pekora是2021年第二季度播放量第三高的女主播。

深厚且忠誠的粉絲基礎(chǔ)促使這些達(dá)人成為數(shù)字明星,盡管——或者可能是因?yàn)椤麄兪且韵鄬δ涿姆绞讲卦谔摂M形象背后表演。粉絲們都非常樂意幫助虛擬主播塑造“角色形象”,無論是通過提供翻譯服務(wù)來開拓新市場,還是打賞支持。

根據(jù)Playboard的數(shù)據(jù),在從粉絲獲得“Superchat”打賞最多的20個(gè)YouTube頻道中,有17個(gè)是虛擬主播。

“最近虛擬主播內(nèi)容的激增對全球流媒體社區(qū)來說并不新鮮,畢竟它在亞洲各大流媒體網(wǎng)站上很受歡迎,在Twitch等西方平臺(tái)上的播放量也在持續(xù)走高?!泵商厝匮a(bǔ)充道。

同樣引人矚目的是,一種新型的廣告公司正在毫不猶豫地利用這波熱潮謀利。

虛擬主播究竟是什么?

從某種意義上說,虛擬主播與常見的主播沒有什么不同。這些表演者會(huì)玩電子游戲、錄制各種反應(yīng)視頻、直播日常活動(dòng),并與粉絲交流互動(dòng),就像YouTube、Twitch、中國的嗶哩嗶哩等平臺(tái)上的其他主播一樣。

然而,普通主播可能會(huì)以自己的名義發(fā)布內(nèi)容,并在鏡頭前展示自己的真容,而虛擬主播則是藏在虛擬形象背后進(jìn)行流媒體直播。借助面部識(shí)別和動(dòng)作捕捉技術(shù),虛擬形象會(huì)模仿表演者的表情和動(dòng)作。虛擬主播還經(jīng)常用假名表演,在觀眾和實(shí)際表演者之間多增加一層屏障。虛擬主播不一定是匿名的——其真實(shí)身份有可能被“人肉”出來——但是主播及其粉絲不鼓勵(lì)討論虛擬形象背后的人。

雖然虛擬主播早在21世紀(jì)10年代初便出現(xiàn)在YouTube上,但直到Kizuna AI出現(xiàn),并沒有虛擬主播真正走紅。Kizuna背后的日本聲優(yōu)春日望現(xiàn)年26歲,在“現(xiàn)實(shí)世界”中也頗受歡迎。她主持過電視節(jié)目,曾經(jīng)登上雜志封面,甚至擔(dān)任過日本國家旅游局(Japan’s National Tourism Organization)的代言人。

廉價(jià)的面部識(shí)別和運(yùn)動(dòng)跟蹤軟件的發(fā)展,催生出了大量獨(dú)立的虛擬主播。但在許多人看來,是Kizuna AI促使這一數(shù)字現(xiàn)象變成一門大生意的;幾家專門為虛擬主播提供服務(wù)的經(jīng)紀(jì)公司沒有多久便應(yīng)運(yùn)而生,其中包括Cover Corp的Hololive和Anycolor的Nijisanji。

經(jīng)紀(jì)公司為虛擬主播提供基礎(chǔ)設(shè)施,在后者與Twitch、YouTube等平臺(tái)打交道時(shí)提供技術(shù)和法律上的支持;它們還與其他公司簽訂營銷推廣協(xié)議,比如Hololive對日清(Nissin)的Curry Meshi杯面的宣傳推廣。

國際吸引力

2020年10月,Hololive推出了第一批主要講英語的虛擬主播。這些主播的訂閱用戶數(shù)量增長驚人,短短幾周便迅速超過了日語主播。其他機(jī)構(gòu)隨即跟風(fēng):VShojo總部位于舊金山,由Twitch創(chuàng)始團(tuán)隊(duì)的一名成員創(chuàng)立,2020年11月面世時(shí)便主打一大批英語虛擬主播。其競爭對手Nijisanji也于今年5月上線了自己的英語虛擬主播。

在此之前,全球各地對虛擬直播的興趣日漸濃厚。日本的經(jīng)紀(jì)機(jī)構(gòu)早就已經(jīng)開始探索國際擴(kuò)張,在中國、韓國和印度尼西亞等國招兵買馬。與此同時(shí),日語虛擬主播經(jīng)過譯制的內(nèi)容開始在4Chan、Reddit等海外平臺(tái)上傳播開來。日本的雙語主播也開始更多地與國際觀眾展開互動(dòng)。

今年早些時(shí)候,英語虛擬主播——鯊魚女孩Gawr Gura——超過了Kizuna AI,成為全球訂閱人數(shù)最多的虛擬主播。

與此同時(shí),各家經(jīng)紀(jì)機(jī)構(gòu)繼續(xù)在西方市場開疆辟土:Hololive和Nijisanji均在2021年推出了第二代英語虛擬主播。

走紅后的麻煩

虛擬主播——或者更準(zhǔn)確地說,虛擬形象背后的表演者——面臨著許多與傳統(tǒng)主播一樣的問題,從在線騷擾和平臺(tái)運(yùn)營商的專橫決定,到侵犯版權(quán)和倦怠。

有的虛擬主播甚至觸犯政治紅線。

此外,經(jīng)紀(jì)公司可能永久擁有特定虛擬形象或其作品的版權(quán),哪怕最初推廣該形象的表演者不再為之效力了(或者,用一家機(jī)構(gòu)的委婉說法,“畢業(yè)了”)。與機(jī)構(gòu)不歡而散的表演者會(huì)發(fā)現(xiàn)他們的視頻內(nèi)容最終被隱匿起來,乃至完全刪除。

但是,機(jī)構(gòu)仍然要考慮粉絲的期望和感受。例如,機(jī)構(gòu)之前讓Kizuna AI出現(xiàn)在由多個(gè)配音演員負(fù)責(zé)的多個(gè)頻道,此舉引發(fā)了粉絲的強(qiáng)烈反對,他們要求用回原配音演員,以消除她要被淘汰的傳言。

虛擬主播的未來

盡管近期出現(xiàn)了令人驚艷的增長,但虛擬主播——甚至是虛擬形象這一大概念——并沒有引起大多數(shù)西方觀眾的注意,他們更熱衷于使用Snapchat的濾鏡和表情包。

這種情況可能即將發(fā)生改變。在這個(gè)遠(yuǎn)程辦公和混合辦公的時(shí)代,希望在線上重新營造辦公環(huán)境的企業(yè)正在考慮在工作環(huán)境中采用虛擬形象。比如,F(xiàn)acebook最近發(fā)布的Horizon Workrooms是一款正在測試中的虛擬現(xiàn)實(shí)應(yīng)用程序,它可以讓員工構(gòu)建自己的虛擬形象,然后主持線上的頭腦風(fēng)暴會(huì)議。全員會(huì)議全體以虛擬形象參加的那一天,應(yīng)該不會(huì)很遙遠(yuǎn)吧。

多家知名品牌也開始采用各種虛擬形象。今年4月,Netflix推出了自己的虛擬形象——一個(gè)名為“N-Ko”的綿羊人——為即將推出的動(dòng)漫產(chǎn)品宣傳造勢。7月,索尼音樂(Sony Music)宣布圍繞旗下音樂、配音和其他數(shù)字內(nèi)容對50位日語“虛擬達(dá)人”進(jìn)行試鏡。

制約虛擬主播發(fā)展的可能不是虛擬形象本身,而是它與有時(shí)雜亂無章的流媒體亞文化的關(guān)聯(lián)性。機(jī)構(gòu)要允許旗下的虛擬主播人才表達(dá)自我,與粉絲交流互動(dòng),也要保持良好形象,讓知名品牌放心合作。它們必須要在這兩點(diǎn)之間取得平衡。

雖然虛擬主播現(xiàn)象在全球各地內(nèi)持續(xù)流行開來,但西方虛擬主播仍然沒有日本虛擬主播紅火。根據(jù)Stream Hatchet的數(shù)據(jù),8月份排名前10的虛擬主播中只有3個(gè)是英語主播。然而,虛擬主播已經(jīng)打入了西方的直播消費(fèi)市場。正如Stream Hatchet營銷經(jīng)理賈斯汀·羅斯柴爾德所說:“如果虛擬主播能夠在Twitch(主要依托北美市場的平臺(tái))上取得成功,那么就沒有它們無法觸及的直播市場,那也會(huì)為它們獲得更多的觀眾、贊助合同和增長機(jī)會(huì)打開大門?!?/p>

在經(jīng)歷了一年半的居家生活后,國外觀眾對虛擬主播的接受度越來越高。上線僅僅幾周,Hololive的其中一位第二代英文主播就已經(jīng)擁有超過37.5萬的訂閱者。(財(cái)富中文網(wǎng))

譯者:萬志文

The Japanese Pacific Baseball League, one of two major professional baseball leagues in baseball-obsessed Japan, announced a special promotion in August involving a series of new team mascots. The lineup included twelve female characters drawn in Japan’s signature anime-style.

Using anime characters as marketing tools is common throughout Japan. Original and licensed anime characters are used to advertise products, merchandise, services and events, including the 2021 Tokyo Olympics.

Yet the characters featured in Japan’s baseball league were different in that they were real people—well, kind of.

Each character was a Japanese streamer managed by Hololive, a talent agency specializing in “VTubers”: a digital avatar brought to life online, so to speak, by a real-life presenter, or "talent." Hololive, owned by Japan-based Cover Corp, is one of the largest of these agencies, with 43 million subscribers across its 57 talents. Beyond that, thousands of VTubers now stream in markets like China, South Korea, Indonesia and the United States.

What was originally viewed as an oddity of Japan’s digital culture has risen in global popularity over the past year. People stuck at home during COVID-19 lockdowns looked online for entertainment, and millions turned to livestreams—including the VTuber subculture.

By October 2020, VTubers were attracting 1.5 billion views per month, YouTube data shows. “While various streaming trends come and go, VTuber content has maintained considerable viewership over the past year,” says Eduard Montserrat, CEO of the streaming analytics firm, Stream Hatchet.

One of those most popular is Usada Pekora, a Japanese VTuber, best known for playing classic Japanese role-playing games, playing pranks on her fellow streamers in Minecraft, and a deep friendship with an Indonesian VTuber colleague despite neither fluently speaking the other's language. Pekora was, according to Stream Hatchet data, the third most-watched female streamer of the second quarter of 2021.

A deep and engaged fanbase pushes these talents to digital stardom, and that's despite—or perhaps because of—performing in relative anonymity, behind an avatar. Fans are all too happy to help VTuber's build out the "character," whether it be by offering translation services to crack new markets, or throwing in financial support.

According to data from Playboard, out of the top twenty YouTube channels that have received the most "Superchat" donations from fans, seventeen are VTubers.

"The recent surge in VTuber content is not new to the global streaming community, as it has been popular on [Asian] streaming sites, but [it's] also increasing in viewership on Western sites like Twitch," adds Monserrat.

Just as impressively, a new breed of ad agency is wasting no time commercializing the craze.

What exactly is VTubing?

In one sense, a VTuber—short for “virtual YouTuber”—is little different from your regular streamer. These entertainers play video games, record reaction videos, stream their daily activities, and interact with their fans, much like other streamers on YouTube, Twitch, China’s Billibilli and other platforms.

But while a regular streamer may release content under his own name and show himself on camera, a VTuber instead streams behind the cloak of a digital avatar. The avatar, using facial recognition and motion capture technology, emulates the expressions and movements of the performer. VTubers also often perform under assumed names, putting an additional barrier between the audience and the actual performer. VTubers aren't necessarily anonymous—dedicated research could unmask a VTuber's 'previous life'—but discussion of the person behind the avatar is discouraged by the streamers and their fans.

While digital avatars had been present on YouTube since the early 2010s, the first VTuber to achieve real popularity was Kizuna AI. Kizuna, portrayed by Nozomi Kasuga, a Japanese voice actor who turned 26 this year, was also a hit in the “real world.” She hosted television shows, graced magazine covers, and even acted as spokesperson for Japan’s National Tourism Organization.

The development of cheap facial recognition and motion-tracking software has given rise to a vast number of independent VTubers. But many credit Kizuna AI for pushing the digital phenomenon into a major business; several talent agencies dedicated to VTubers later appeared soon after, including Cover Corp’s Hololive and Anycolor’s Nijisanji.

Talent agencies provide infrastructure, plus the tech and legal support for dealing with platforms like Twitch and YouTube; they also sign marketing deals with other companies, such as Hololive’s—somewhat manic—promotion of Nissin's Curry Meshi cup noodles.

International appeal

In October 2020, Hololive launched the first cohort of primarily English-speaking VTubers. The streamers saw explosive subscriber growth, quickly overtaking their Japanese counterparts in a matter of weeks. They were soon followed by other agencies: VShojo, based in San Fancisco and launched by a member of Twitch's founding team, debuted in November 2020 with a cohort of exclusively English-streaming talent. Rival agency Nijisanji launched its own English-speaking cohort in May.

Before these launches, global interest in VTubing had been building. Japan’s talent agencies had already started to explore international expansion, hiring talent in China, Korea and Indonesia. Meanwhile, translated clips of Japanese VTubers were starting to go viral on platforms like 4Chan and Reddit. Bilingual entertainers in Japan were also starting to engage more with their international audiences.

Earlier this year, an English-speaking VTuber—the miniature shark-girl Gawr Gura—overtook Kizuna AI to become the world’s most subscribed VTuber.

Agencies, meanwhile, continue to expand in Western markets: both Hololive and Nijisanji launched second generations of English talent in 2021.

With stardom, come problems

VTubers—or, more accurately, the performers behind the digital mask—face many of the same problems of traditional streamers, from online harassment and arbitrary decisions by platform operators to running afoul of copyright and just general burnout.

VTubers have even crossed geopolitical lines.

Additionally, agencies may own the rights to a particular avatar or their work even after the original performer who popularized it leaves (or, as one agency euphemistically calls it, “graduating”). Performers who leave the agency on bad terms can see their videos "privated," erasing entire bodies of work.

However, agencies still have to consider fan expectations. In one example, efforts to expand Kizuna AI’s presence to multiple channels—handled by multiple voice actors—led to a fan backlash that required the original voice actor to return to dismiss rumors that she was being phased out.

The future of VTubing

Despite the impressive recent growth, VTubers—and even the larger idea of digital avatars—fly under the radar of most Western audiences who instead spend their time with Snapchat filters and animated emojis.

That may be about to change. Companies looking to revive a semblance of an office environment in an age of remote and hybrid work are mulling the use of avatars in more professional settings. Facebook’s recently announced “Horizon Workrooms,” for example, is a virtual reality app in beta that would allow a worker to construct a digital avatar of herself who would then lead a virtual brainstorming meeting. Could all-hands virtual meetings populated by you and your colleagues, all in avatar form, be that far behind?

And, established brands are adopting all manner of virtual avatars. Netflix launched its own digital character in April—a "sheep-human lifeform" named N-Ko—to advertise upcoming anime offerings. And in July, Sony Music announced auditions for 50 Japanese "virtual talents" for music, voice-acting, and other digital content.

What limits VTubing is perhaps not the digital avatar itself, but rather its connection to the sometimes rough-and-tumble streaming subculture. Agencies have to balance giving their talent the permission to express themselves and communicate with their fans—sometimes in ways that cross into not-safe-for-work territory—and preserving an image that established brands feel comfortable attaching themselves to.

While the phenomenon continues to catch on globally, Western VTubers still lag their Japanese counterparts in popularity. According to Stream Hatchet, only three of August’s top 10 VTubers are English-speakers. Yet VTubers have broken into Western livestreaming consumption. As Justin Rothschild, marketing manager for Stream Hatchet notes, “If VTubers can succeed on Twitch [a primarily North American platform], there doesn't exist a live streaming market they can't reach; opening doors to even bigger audiences, sponsorship deals, and growth opportunities."

After a year and a half of life mainly indoors, foreign audiences are becoming increasingly receptive to the VTubing trend. Just a few weeks after debuting, one of Hololive’s second generation of English streamers already had over 375,000 subscribers.

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